diff options
author | Paul Berry <stereotype441@gmail.com> | 2013-02-12 12:41:35 -0800 |
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committer | Paul Berry <stereotype441@gmail.com> | 2013-02-13 07:55:52 -0800 |
commit | 10fe7ae2ec653b27355c7f6517d5421d56d4b732 (patch) | |
tree | 5eb1da03a3a0673b2aa2e32d57aa3b2b874f48eb /tests/spec/glsl-es-3.00 | |
parent | 9dabcb374987e16d709959d5a0bccb6e57d06f75 (diff) |
Test default precision qualifiers for samplers in GLSL ES.
Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'tests/spec/glsl-es-3.00')
-rw-r--r-- | tests/spec/glsl-es-3.00/compiler/default-precision-sampler.frag | 41 | ||||
-rw-r--r-- | tests/spec/glsl-es-3.00/compiler/default-precision-sampler.vert | 42 |
2 files changed, 83 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.frag b/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.frag new file mode 100644 index 000000000..4731491b1 --- /dev/null +++ b/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.frag @@ -0,0 +1,41 @@ +// [config] +// expect_result: pass +// glsl_version: 3.00 es +// check_link: true +// [end config] +// +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default +// Precision Qualifiers"): +// +// "The precision statement +// +// precision precision-qualifier type; +// +// can be used to establish a default precision qualifier. The +// type field can be int or float or any of the sampler types, and +// the precision-qualifier can be lowp, mediump, or highp." +// +// This test verifies that a default precision qualifier can be used +// on all of GLSL ES 3.00's sampler types. + +#version 300 es + +precision mediump sampler2D; +precision mediump sampler3D; +precision mediump samplerCube; +precision mediump samplerCubeShadow; +precision mediump sampler2DShadow; +precision mediump sampler2DArray; +precision mediump sampler2DArrayShadow; +precision mediump isampler2D; +precision mediump isampler3D; +precision mediump isamplerCube; +precision mediump isampler2DArray; +precision mediump usampler2D; +precision mediump usampler3D; +precision mediump usamplerCube; +precision mediump usampler2DArray; + +void main() +{ +} diff --git a/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.vert b/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.vert new file mode 100644 index 000000000..7b10053f1 --- /dev/null +++ b/tests/spec/glsl-es-3.00/compiler/default-precision-sampler.vert @@ -0,0 +1,42 @@ +// [config] +// expect_result: pass +// glsl_version: 3.00 es +// check_link: true +// [end config] +// +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default +// Precision Qualifiers"): +// +// "The precision statement +// +// precision precision-qualifier type; +// +// can be used to establish a default precision qualifier. The +// type field can be int or float or any of the sampler types, and +// the precision-qualifier can be lowp, mediump, or highp." +// +// This test verifies that a default precision qualifier can be used +// on all of GLSL ES 3.00's sampler types. + +#version 300 es + +precision mediump sampler2D; +precision mediump sampler3D; +precision mediump samplerCube; +precision mediump samplerCubeShadow; +precision mediump sampler2DShadow; +precision mediump sampler2DArray; +precision mediump sampler2DArrayShadow; +precision mediump isampler2D; +precision mediump isampler3D; +precision mediump isamplerCube; +precision mediump isampler2DArray; +precision mediump usampler2D; +precision mediump usampler3D; +precision mediump usamplerCube; +precision mediump usampler2DArray; + +void main() +{ + gl_Position = vec4(0.0); +} |